Saint Caleth wrote:
Thanks alot ;)
hmm.. as i see the most Problematic Immunies a Construct gets are:
It would thematicly make Sense to keep it, the "normal" Eidolon gets a kind of Bonus on this. And the Golem doesnt have a Intelligence-Score so i think ill Stick with it. - Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Kinda hard one.. most of these Things are Immunities that make total Sense even in a lifelike-Golem like the Warforged. I Think i would Stick with them too. - Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Would be kicked out. - Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Would be kicked out. - Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. First part would be kicked out, secound part is actually a Drawback so it stays. Also the +4 Str is out. But what could make these additional Immunities even? I would have to make some other Combat-Statistiks worse. The no-Constitution is a minor drawback as the "no good Saving Throw" i could stick with -2 Dex but that wouldnt be enough. Hmm.. i like the Fluff of the Class, but its kinda hard to Balance.
i have actually used this Rule quite some Time. My GM was a dick and let me roll Bluff on a single encounter like 10 times until i failed (I had a extremly high Bonus due to a Spell) and then the evil Wizard i was trying to trick zapped me -.- It just doesnt work.. when you use it, any Charakter could eventually find anything and even the Str 6 Gnome Wizard had a 5% chance to swimm up a Waterfall.
Okay.. as i said english isnt my forgein Languade, i try to understand. First: I dont Like the Mechanics of the normal Golems for several Reasons.
And all these Problems you can solve if you make an Archetype for the Summoner: Its Cheap, It doesnt start at very High Level, the Golem gets Stronger and you can Build together whatever Golem you want. Second: A Archetype is always some Form of Specialization based upon a more general Concept. And i think a tinkering Summoner is actually a very broad Concept.
That depends entirely on your DM what the Main Function of an Eidolon is. Yeah, Basicly he is there to hurt People, thats true, but in Roleplay it makes a lot of Problems having a Golem with you instead of an Eidolon who you can always send back when he is unpleasend. But Again: What would you change? Taking Away the Attribut-Changes and keeping the "No Constitution/Intelligence" Fakt? And i Made this because i really like the Idea of an Charakter who has a Golem to tinker on instead of a Monster with him. And i tried to Balance it out, not to Min/Max it.
He actually has a lot of Drawbacks.
And what do you mean with Summoner boost? He has to have the Item (the folded Golem) with him, instead of just getting the Points and cant loose them, so a boost should be resonable. With that in Mind, what in Detail would you change?
I thought about the Idea to contribute this to a group. But it would be rather complicated to balance for a group of Players.
All want to have one Party-Critter instead of their own. How would you build such a beast? Just a magical Beast-Chimera with the Abilitys of all of them? I think that would be either to Strong for a single Critter or to weak, because its just one instead of four. It can only act once per Turn, Flanking is a Problem and if someone wants a mount it gets even more complicated. I like the Idea, but it seems imposible to balance.
An Adventure i run right now with my group 240) The Group discovers in an old Dungeon carvings on the Wall from an Adventurer, who was trapped inside the Dungeon for over a year, till he could escaped. He Managed it by summoning a Devil an Trading his Soul. Now he is on the Run, getting revenge on his old Party, who left him to death in the Dungeon and he got a Devil on his Side to aid him. Its on the Group to find the Adventures of his old Party befor the Madman Can kill them. Still running this one, my Adventurer is an Halforc Rogue/Barbarian/Assassin and his Dungeon was actually an old Pyramid in the Chult-Desert (we are playing on Faerun) where he Sacrificed over 100 Humanoids to Summon the Devil. Its fun and the Chasing-Aspect is really engaging.
Here`s my first Archetype. I apologize in Advance for English is not my forgein Languade, but i wanted to post this Archetype so badly after ive red some of the "Create an Archetype"-Archetypes of your Messageboard. Constructive Critisism is needed. Mechanomagician (Summoner)
An Mechanomagician adds Knowledge (engineering) and Disable Device to his class skills. Golem:
Attributes:
natural Armor
Hitpoints
BAB
Saving Throws:
Skills:
Damage Reduction:
This otherwise works like and replaces the eidolon ability of a normal summoner. Golem summons (sa)
Mechanomagic Folding: (SA)
Mechanomagic Aspect: (SA)
Mighty Mechanomagic Aspect: (SA)
Thats it. I hope you Guys like it.
heres my first Archetype. I apologize in Advance for English is not my forgein Languade, but i wanted to post this Archetype so badly after ive red some of the "Create an Archetype"-Archetypes of your Messageboard. Constructive Critisism is needed. Mechanomagican (Summoner)
An Mechanomagican adds Knowledge(engineering) and Disable Device to his class skills. Mechanolon:
Attributes:
natural Armor
Hitpoints
BAB
Saving Throws:
Skills:
Damage Reduction:
Once created an Mechanolons functions as an Eidolon with the following exceptions: - An Mechanolon cannot be summoned or send away.
This otherwise works like and replaces the eidolon ability of a normal summoner. Golem summons (sa) At 7rd level, a Mechanomagican adds the following creatures to the lists of what he can summon with his summon monster spell-like ability: Summon Monster IV: Wax Golem Summon Monster V: Rope Golem Summon Monster VI: Flesh Golem Summon Monster VII: Clay Golem Summon Monster VIII: Stone Golem Summon Monster IX: Iron Golem Mechanomagic Folding: (SA) At 6. Level, the Mechanomagican gains the Ability to fold his Mechanolon into an much smaller Item. The Form depends on the Size of the Eidolon at the Time of the Folding:
Mechanomagic Aspect: (SA)
Mighty Mechanomagic Aspect: (SA) At lvl 18, the Mechanomagican can transfer up to 8 Evolution Points to his folded Mechanolons. Thats it. I hope you Guys like it. |